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relax. nothing to be alarmed about ahead:

just this, reported frequently, consistently overlooked, 'the main reason open the inventory:' current health.



that's it in a nutshell; i have way more health than reckoned.





and because of that, and because the stats at the top of the screen don't show 

HP 61/62
HUNGER 83/100
THIRST 75/100

i keep opening the inv like a madman after every single encounter -- to check health.

later, as your systems get refined, i'm positive that super cheeses will allow me to eat and drink more than what is now '100%', thus showing/using the actual HP on the main screen would make great sense.

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the map!!!  omg. Its soooo much better now that I can just tap 'M' to consult with it!  being able to make annotations and discover rumored locations along the way is just perfect.

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something changed to make it much easier to avoid fighting while traveling. that's awesome.

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.. and the 2nd most overlooked, often reported item:

cooking 68 raw meat one at a time .. creates a new stack in the inventory which does not stack with the '5000' cooked meat i already have under the shortcut -- requiring that i drop both(?) stacks 'to reload'. its kinda minor -- balances the greatly improved/now perfect 'water refill'. :-)

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did nights get less dangerous around my ever moving home camp-fire?  i think so. i guess i need only half the turrets etc now. 

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80 inventory spots? wow. i'll be able to cross the map without resource/drink constraints. hmmm. seems excessive, i might never need to stash anything, worry about teleporting, use/breed/enjoy pack-animals if the cost doesnt scale fast/high enough!

'possible money earned from mobs killed by defenses at night' might be a pricing metric there.

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andsomethingelseiforgot.  gtg, almost at that fort i've been meaning to get to!

changed my mind, it would be perfectly enough to change the player's mouseover hint to "You (36/37)" in order to communicate health.

note: changing weather at night changes the visibility radius to what the weather would have during the day .. letting you see farther in a bad weather night than in a good weather night.

--
went SE from the ft, through the mountains to the L2 town. bot 80 slots, kept moving S, then W to the next town.  arrived with ~40 items in my pack. trying to survey them I wound up with 3 slots locked by cursed items.

looked at the manual, searched for curse, found only a reference to '8 sanctuaries'. had no cheese to uncurse. damn. wound up crafting my first cheese from a venom-sack after almost rage-quitting. spent over an hour looking for and hunting spiders.  did 2 dungeons. 1 uncurse-cheese dropped while fighting during an eclipse.

love. it. have some spare venom sacks now -- hopefully enough to handle cursed newly picked up items.  took over a building in my final t2 town, built chests, sorted my loot. so i now have ~40 new pieces .. and maybe 3 of those will also be cursed. 

fun was had discovering the (very well done) fauna and flora in the new-to-me biomes. great level of detail.

also got a submerged dungeon which was also the first example of the game using another algo to partition the space.

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what was learned?  


not only are nights spent with a home-campfire and a few active defense insanely profitable, having 5 lifesteal and 3 thorns is quite enough to feel perfectly safe at night (again.)  this is with 2 cursed items still.

have yet to camp the vendor again to buy more identify cheese. he restocks a tad to often, doesnt he?

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oh .. and forests regrown in their entirety over night. that was a surprise. perhaps that should take mucho more time?

all is well. ty again!

This is incredible - truly remarkable - feedback. Rest assured each and every one of these is being looked at as we speak and I'll report all the fixes in the devnotes for 0.3.10. 


And thanks for the lovely encouragement - the game is a long way from 1.0 though! By the time it gets to 1.0, it will hopefully have 500x the content and depth it has now. It will be unlike anything else.